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UI Improvements, Round 2: Match UI

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Re: UI Improvements, Round 2: Match UI

Postby Doublestrike » 05 Dec 2011, 05:17

slapshot5 wrote:Bug: The Card picture can hang over the border of the card picture panel:
Should be fixed now. (?)
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Re: UI Improvements, Round 2: Match UI

Postby Doublestrike » 05 Dec 2011, 05:18

slapshot5 wrote:
friarsol wrote:When a player's poison counters are 8 or higher, display it in Green?
Why green? Wouldn't we want it red? Red tells me something bad is happening.

-slapshot5
(Actually, it is in red...)
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Re: UI Improvements, Round 2: Match UI

Postby slapshot5 » 05 Dec 2011, 05:30

Doublestrike wrote:
slapshot5 wrote:Bug: The Card picture can hang over the border of the card picture panel:
Should be fixed now. (?)
Yep. Looks good. Thanks.
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Re: UI Improvements, Round 2: Match UI

Postby slapshot5 » 05 Dec 2011, 05:30

Doublestrike wrote:(Actually, it is in red...)
Yeah, I saw that in your check-in. (right after I posted.)
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Re: UI Improvements, Round 2: Match UI

Postby Doublestrike » 05 Dec 2011, 06:01

slapshot5 wrote:Along the same lines, it would be my preference to have the Dock in the SE corner under the card pic and card details
Done r12455.

========

OK, with the exception of the mana pool and Mac OS stuff, that completes the debugging that I could find through page 10.

Now that my baby has left the nest, I think it can survive by itself in the wild. I'm going to take a few days off, maybe a week, to decompress before the next round.

Thanks for everyone's help (esp. slapshot) and suggestions to get this thing off the ground.
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Re: UI Improvements, Round 2: Match UI

Postby slapshot5 » 05 Dec 2011, 06:19

Bug: The Tabber goes back to showing Combat when there are still things on the stack if 2 or more things go on the stack at the same time during combat.

repro:
1. put a creature in play
2. attack with said creature
3. when given the opportunity to play instants, play 1 Lightning Bolt targeting Human and one Lightning Bolt targeting Computer (There are now 2 things on the Stack)
4. Click OK to resolve one of the Lightning Bolts
--notice the Tabber flip back to Combat with 1 spell still on the stack
5. keep clicking OK
--notice you are resolving things on the Stack tab without that tab being shown

Expectation is that the Stack tab should be shown while you are resolving things on the Stack.
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Re: UI Improvements, Round 2: Match UI

Postby slapshot5 » 05 Dec 2011, 06:21

Here's another suggestion:

I think the Tabber would look better if the tabs themselves had two rounded edges at the "top". And by top, I mean the top of the text, which would the the NW and SW corners as it is displayed on the screen. Right now the tabs look blocky instead of sleek like the rest of the New GUI.

-slapshot5
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Re: UI Improvements, Round 2: Match UI

Postby Milod » 05 Dec 2011, 09:06

can u make the numbers below the avatar pic like deck count,hand count smaller ? when i make the card display larger the numbers disapear in dots and can u make those number other color i can hardly see the numbers because of that dark white color of those numbers
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Re: UI Improvements, Round 2: Match UI

Postby moomarc » 05 Dec 2011, 09:32

Is it possible to make the life total red when below 5 life? It's not often I don't notice myself dieing, but we all like visual cues so it seems like it could be a nifty bonus feature.
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Re: UI Improvements, Round 2: Match UI

Postby slapshot5 » 05 Dec 2011, 13:28

moomarc wrote:Is it possible to make the life total red when below 5 life? It's not often I don't notice myself dieing, but we all like visual cues so it seems like it could be a nifty bonus feature.
Already done (as suggested by Sol) in r12451.
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Re: UI Improvements, Round 2: Match UI

Postby slapshot5 » 05 Dec 2011, 13:38

slapshot5 wrote:Here's another suggestion:

I think the Tabber would look better if the tabs themselves had two rounded edges at the "top". And by top, I mean the top of the text, which would the the NW and SW corners as it is displayed on the screen. Right now the tabs look blocky instead of sleek like the rest of the New GUI.

-slapshot5
Ok, I tried to do this myself by making VTab extend FRoundedPanel instead of JPanel. Then using setCorners and setBorders where I needed. This part is fine, but the underlying color of the tab is still square in shape (even for the rounded corners). Here is a screenshot of what I'm seeing:

Screen shot 2011-12-05 at 7.35.50 AM.png


Can anyone point me in the direction of how to tweak that? If so, I'll finish this up.

Thanks,
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Re: UI Improvements, Round 2: Match UI

Postby slapshot5 » 05 Dec 2011, 13:40

Milod wrote:can u make the numbers below the avatar pic like deck count,hand count smaller ? when i make the card display larger the numbers disapear in dots and can u make those number other color i can hardly see the numbers because of that dark white color of those numbers
How big is your card display? I can see it turning into dots, but not until absolutely necessary. Can you post a screenshot?

Thanks,
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Re: UI Improvements, Round 2: Match UI

Postby Milod » 05 Dec 2011, 19:00

slapshot5 wrote:
Milod wrote:can u make the numbers below the avatar pic like deck count,hand count smaller ? when i make the card display larger the numbers disapear in dots and can u make those number other color i can hardly see the numbers because of that dark white color of those numbers
How big is your card display? I can see it turning into dots, but not until absolutely necessary. Can you post a screenshot?

Thanks,
slapshot5
found the problem when i choose dust coffee in display options i get hard to see numbers on screen why does this have impact on the number colors in the new GUI?

i want keep dust coffee as display i dont want others display colors can u make those numbers visible for dust coffee display

and i stil think u can make the numbers smaller so that the card display can be larger, can u also make the text,and button size on bottem left smaller i cant see text and buttons when i resize the left screen to a thiner size so that i can make card display larger i run 1024X768 resolution
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Re: UI Improvements, Round 2: Match UI

Postby Milod » 05 Dec 2011, 19:17

crash happend when playing new GUI

This is a Crash Report. An error has occurred. Please save this message to a file.
Please follow the instructions at this address to submit this Crash Report, plus what you were doing at the time:
http://tinyurl.com/3zzrnyb
Reporting bugs in Forge is very important. We thank you for your time.

null


Version:
Forge version 1.1.9-SNAPSHOT-r12456

OS: Windows 7 Version: 6.1 Architecture: x86

Java Version: 1.6.0_29 Vendor: Sun Microsystems Inc.

Detailed error trace:
java.lang.NullPointerException
at forge.MagicStack.add(MagicStack.java:402)
at forge.ComputerUtil.playStack(ComputerUtil.java:364)
at forge.MagicStack.chooseOrderOfSimultaneousStackEntry(MagicStack.java:1311)
at forge.MagicStack.chooseOrderOfSimultaneousStackEntryAll(MagicStack.java:1268)
at forge.Phase.setPriority(Phase.java:156)
at forge.Phase.resetPriority(Phase.java:169)
at forge.Phase.handleBeginPhase(Phase.java:444)
at forge.gui.input.InputControl.updateInput(InputControl.java:200)
at forge.GuiInput.update(GuiInput.java:52)
at java.util.Observable.notifyObservers(Unknown Source)
at java.util.Observable.notifyObservers(Unknown Source)
at forge.MyObservable.updateObservers(MyObservable.java:38)
at forge.Phase.nextPhase(Phase.java:546)
at forge.Phase.nextPhase(Phase.java:549)
at forge.gui.input.InputCleanup.showMessage(InputCleanup.java:63)
at forge.GuiInput.setInput(GuiInput.java:68)
at forge.GuiInput.update(GuiInput.java:54)
at java.util.Observable.notifyObservers(Unknown Source)
at java.util.Observable.notifyObservers(Unknown Source)
at forge.MyObservable.updateObservers(MyObservable.java:38)
at forge.Phase.nextPhase(Phase.java:546)
at forge.Phase.nextPhase(Phase.java:549)
at forge.control.match.ControlInput$2.actionPerformed(ControlInput.java:67)
at javax.swing.AbstractButton.fireActionPerformed(Unknown Source)
at javax.swing.AbstractButton$Handler.actionPerformed(Unknown Source)
at javax.swing.DefaultButtonModel.fireActionPerformed(Unknown Source)
at javax.swing.DefaultButtonModel.setPressed(Unknown Source)
at javax.swing.plaf.basic.BasicButtonListener$Actions.actionPerformed(Unknown Source)
at javax.swing.SwingUtilities.notifyAction(Unknown Source)
at javax.swing.JComponent.processKeyBinding(Unknown Source)
at javax.swing.JComponent.processKeyBindings(Unknown Source)
at javax.swing.JComponent.processKeyEvent(Unknown Source)
at java.awt.Component.processEvent(Unknown Source)
at java.awt.Container.processEvent(Unknown Source)
at java.awt.Component.dispatchEventImpl(Unknown Source)
at java.awt.Container.dispatchEventImpl(Unknown Source)
at java.awt.Component.dispatchEvent(Unknown Source)
at java.awt.KeyboardFocusManager.redispatchEvent(Unknown Source)
at java.awt.DefaultKeyboardFocusManager.dispatchKeyEvent(Unknown Source)
at java.awt.DefaultKeyboardFocusManager.preDispatchKeyEvent(Unknown Source)
at java.awt.DefaultKeyboardFocusManager.typeAheadAssertions(Unknown Source)
at java.awt.DefaultKeyboardFocusManager.dispatchEvent(Unknown Source)
at java.awt.Component.dispatchEventImpl(Unknown Source)
at java.awt.Container.dispatchEventImpl(Unknown Source)
at java.awt.Window.dispatchEventImpl(Unknown Source)
at java.awt.Component.dispatchEvent(Unknown Source)
at java.awt.EventQueue.dispatchEventImpl(Unknown Source)
at java.awt.EventQueue.access$000(Unknown Source)
at java.awt.EventQueue$1.run(Unknown Source)
at java.awt.EventQueue$1.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.security.AccessControlContext$1.doIntersectionPrivilege(Unknown Source)
at java.security.AccessControlContext$1.doIntersectionPrivilege(Unknown Source)
at java.awt.EventQueue$2.run(Unknown Source)
at java.awt.EventQueue$2.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.security.AccessControlContext$1.doIntersectionPrivilege(Unknown Source)
at java.awt.EventQueue.dispatchEvent(Unknown Source)
at java.awt.EventDispatchThread.pumpOneEventForFilters(Unknown Source)
at java.awt.EventDispatchThread.pumpEventsForFilter(Unknown Source)
at java.awt.EventDispatchThread.pumpEventsForHierarchy(Unknown Source)
at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
at java.awt.EventDispatchThread.run(Unknown Source)
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Re: UI Improvements, Round 2: Match UI

Postby WompWomp » 05 Dec 2011, 20:28

Issues:If you make the tab colors transparent in a skin you get some odd behavior. The hover color will layer itself over the active/inactive color over and over again if you move your mouse back and forth over it.

The font that's being used turns to pixelated blech if you make it large enough. Unfortunately "large enough" falls within the default sizes of some text at 1920x1200.

Requests: It would be cool if you could make each skin contain its own versions of the various symbols used. Some of them are exclusive to that particular part of the UI so editing them is fine, but the color symbols are used elsewhere so editing them (particularly if you change their size) causes a bunch of other parts of the program issues. I like bigger icons, especially at the resolution I'm using.

Also, would it be an insane amount of work to slice up the background or make it easy to do so for a skin? I'd like to do some stuff with the way the game looks but without slices it's impossible to have things line up right dynamically.
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